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VRayEdgesTex achieves an effect similar to the wireframe materials in 3ds Max. Since it is a texture rather than a material, it can create some interesting effects that are not possible with standard 3ds Max materials.

When used as a bump map, this texture can produce a "round corners" effect for mesh objects, giving corners and edges a rounded bevel as shown in the examples at the end of the page.

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UI Path

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||Material Editor window|| > Material/Map Browser > Maps > V-Ray > VRayEdgesTex

 

Parameters

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Anchor
Color
Color

Color Edges

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Example: Hidden Edges

 

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Hidden edges
is disabled

 

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Image Removed
Hidden edges
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Before after
afterLabelON
beforeLabelOFF
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borderStylenone

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borderStylenone

Image Added

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Rounded corners

Radius – Specifies the radius for rounded corners when the texture is used as a bump map. This value is always expressed in world units. For more information, see the Radius example below. 

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Corners = Convex & concave


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Corners = Convex only


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Corners = Concave only


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Width/radius multiplier

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Multiplier map - Texture multiplier for the width/radius. It can be used to map variating width/radius for the geometry from zero (black) up to the width/radius value (white).

Multiplier value – Weight of the multiplier map. For more information, see the Multiplier example below.


 

Anchor
multiplier
multiplier

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Example: Multiplier

 

The following example of multiplier values shows a cube with a mapped VRayEdgesTex applied to the bump slot of a VRayMtl.


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Multiplier Value = 0

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Multiplier Value = 50

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Multiplier Value = 100

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Notes

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Fancy Bullets
typecircle
  • The Color feature of VRayEdgesTex is not yet available in V-Ray GPU when the engine type is set to CUDA. However, the Rounded Corners feature is fully supported.
  • When applied to displaced or subdivided objects, VRayEdgesTex will normally show the edges of the original mesh, as shown on this displaced teapot:

 

 
 

  • VRayEdgesTex cannot simulate toon-style outlines on objects. Instead, use VRayToon render effect to add outlines.
  • Currently, when used as a bump map in glossy materials with the Blinn or Ward shaders, VRayEdgesTex can create dark edges. To avoid this, use the Phong shader instead:

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